Category:Ghost types

Phantom
"A Phantom is a Ghost that can possess the living, most commonly summoned by a Ouija Board. It also induces fear into those around it."

Strengths and Weaknesses
Unique Strengths: Looking at a Phantom will considerably drop your Sanity. This refers to any visible manifestations of the Phantom, including during a Hunt.

Weaknesses: Taking a photo of the Phantom will make it temporarily disappear. The Photo Camera will make it disappear, but it will not stop a Hunt.

Power
The Phantom mimics the appearance of one of your team when it manifests, not excluding the appearance of the viewer. The appearance can change with each time the ghost vanishes and returns to view. This can cause a dangerous unnoticed Sanity drop if the viewer does not realize they are not actually looking at a teammate.

Strategy
Strategy As teammates are rarely if ever seen without gear, and Phantoms have been known to simply walk or stand in place, beware this behavior. If you suspect you might have a Phantom on your hands when playing in a team, intentionally avoid having your hands empty so it is easier to tell a Phantom from a teammate. Phantoms will drop a players Sanity significantly whenever it is seen manifesting or hunting be mindful if you or one of your teammates is frequently seeing the ghost, as their Sanity will likely be quite low.

Evidences
EMF Level 5

Freezing Temperatures

Ghost Orb

Mare
A Mare is the source of all nightmares, making it most powerful in the dark. As its description suggests, Mares have a higher chance of initiating hunts when players are in darkness. Mares tend to turn lights and the fuse box off more than any other ghost type when active, although if a ghost switches lights back on, it is much more likely to be a Poltergeist or Jinn. An active Mare stalking low-sanity players have the capacity to initiate hunts within mere moments of each other, allowing them to rival even Demons in aggression.

Strengths and Weaknesses
Strengths: Increased chance to attack in the dark. As such, will do what it can to achieve this, such as turning off lights and tripping the fuse box.

Weaknesses: Turning the lights on will lower its chance to attack.

Strategies
As the Mares entire strategy revolves around keeping players in the darkness, the simplest solution is to keep the lights on in high-traffic areas such as near the front door and hallways. Be aware of the locations of light switches and the fuse box, as the Mare will often work to turn them off, and keeping a paranormal investigator near them will help counteract the Mares habits.

Evidences
Spiritbox

Freezing Temperatures

Ghost Orbs

Jinn
A Jinn is a territorial ghost that will attack when threatened. It has also been known to travel at significant speed during Hunts.

Jinns tend to interact with electronics more than any other ghost. They may cause phones to ring, radios to activate, TVs to turn on, or car alarms to go off more often. This also extends to light switches, which may cause unsure investigators to confuse a Jinn for a Mare or Poltergeist; although Mares also have the power to turn lights off, they will not turn lights back on as Jinn do, and Poltergeists will likely disturb more general objects that aren't light switches such as doors.

It is also rumored that a Jinn is the most common ghost, despite the Journal claiming it to be the Spirit.

Strengths and Weaknesses
Strengths: A Jinn will travel at a faster speed if its victim is far away.

Weakness: Turning off the locations power source will prevent the Jinn from using its ability.

Strategy
Turning off the locations breaker will both prevent the Jinn from moving fast during a hunt and make it easier for players to see its ghost orbs. However, this will render the maps lights inactive (save for Candles), thus leading to the players Sanity to drain faster. It is up to your team to decide if preventing the Jinn from using its ability is worth dealing with more frequent hunts as a result of lower average sanity.

Most Jinns will leave well enough alone if players stay out of its room, which means if evidence must be gathered, stepping into its area will greatly increase the chances of activity.

Evidences
EMF Level 5

Spiritbox

Ghost Orbs

Banshee
The Banshee is a natural hunter and will attack anything. It has been renowned to stalk its prey one at a time until it makes its kill.

Unlike other ghosts, who will often change their selected target between Hunts, Banshees will always target the same player every time it hunts until it successfully kills them. While this means other players are safe from the Banshees power so long as its target is alive, it makes carrying out objectives by the targeted player more difficult.

Power
Once a banshee uses its power, it will begin to navigate to its chosen target. Line-of-sight blockers and hiding have no effect on the Banshees ability to navigate to the player, and it will be able to reach them. After reaching the player, it will wait ~20 seconds, then proceed to begin a hunt if the player is not within direct line-of-sight of the Banshee.

The Banshee will cancel its ability if its target is not in the building.

A Banshees power is particularly dangerous, as it is capable of hunting players that are very far away from the ghost room who think they are safe, even on the largest of maps. A Banshee that uses its power to hunt before the ghost room is located can also trick players into thinking the ghost room is close, as they hear the ghost nearby, when in reality the Banshee has just walked from a different location of the map to the player.

The Banshees power ignores sanity and typical hunting rules, meaning it can potentially begin a hunt with its power within moments of the hunters entering the location on the professional or intermediate difficulty. A hunt beginning very early on while all players have high sanity could be a sign of a banshee using its power.

Evidences
EMF Level 5

Fingerprints

Freezing Temperatures

Demon
Demons are one of the most dangerous ghosts to encounter. Highly aggressive, it will attack more often than any other ghost, and without warning so a crucifix is recommended to prevent hunts. However, it will also allow ghost hunters to use the Ouija Board without reducing their sanity if a question is answered successfully.

If the investigation and objectives are not dealt with quickly, Demons can grow to be the most challenging ghost. They are notorious for initiating hunts frequently, a trait that is exacerbated by lower sanity levels, and compounded by higher difficulties like Professional where hunts last much longer. Taking all of these factors into account, Demons at their most aggressive will hunt in intervals as short as half-minutes, forcing the players to spend more total time hiding than investigating.

With this in mind, it is paramount that players move as quickly and efficiently in gathering evidence as possible, and bring sanity pills, crucifixes, and other defensive equipment to keep a Demon from reaching its full power. Taking advantage of a Demons known weakness with Ouija Boards can get players the information they need to succeed, mainly finding out its Ghost Room without needing to waste time searching.

Strengths and Weaknesses
Strength: Demons will attack more often than any other ghost.

Weakness: Asking a Demon successful questions on the Ouija Board wont lower the users sanity.

Evidences
Ghost Writing

Spiritbox

Freezing Temperatures

Poltergeist
A Poltergeist is also known as a noisy ghost. The Poltergeist can move items around to spread fear into its victims.

Evidences
Fingerprints

Spiritbox

Ghost Orb

Revenant
A Revenant is a very violent ghost. It is capable of switching its target mid-hunt.

Strengths and Weaknesses
Strengths: Can switch target in mid-hunt.

Weakness: When you are hiding from the Revenant, it moves at a slow speed.

Evidences
EMF Level 5

Ghost Writing

Fingerprints

Shade
A Shade is considered to be a shy ghost. It is sometimes harder to find evidence while the investigators remain in groups.

Strengths and Weaknesses
Strengths: Harder to find while in groups/Makes players go alone in the house to get evidence.

Weakness: While staying in groups lowers paranormal activity, it also lowers the chance of hunts.

Evidences
EMF Level 5

Ghost Writing

Ghost Orb

Wraith
A Wraith is one of the most dangerous ghosts you can stumble across. It is the only ghost that can travel through walls.

Strengths and Weaknesses
Strengths: Can travel through walls/doors.

Weakness: Salt is toxic to a Wraith, and it increases Paranormal activity.

Escaping Strategies
Incase it starts hunting then you have to run. Make sure you don't trap yourself in a room where you can barely move around. You need a room with lot of free space to run around in circles with the ghost. Because of its ability to walk through doors/walls it's useless to try and hide in some room like with other ghosts.

Evidences
Fingerprints

Spiritbox

Freezing Temperatures

Yurei
The Yurei is a ghost who can and will increase the passive drain of a player's sanity.

Strengths and Weaknesses
Strengths: Increases player's passive drain of sanity.

Weakness: { UNKNOWN }

Strategies
Always bring a sanity drink when playing.

Evidences
Ghost Writing

Freezing Temperatures

Ghost Orb

Spirit
A spirit is the most common ghost you will find (as the journal claims). It does not have any special power, but it's still very powerful and dangerous.

Strengths and Weaknesses
Strengths: None

Weakness: None

Evidences
Spiritbox

Fingerprints

Ghost Writing

Oni
An Oni ghost is an angry ghost who is rumored to scale its activity level with the number of nearby investigators.

Strengths and Weaknesses
Strengths: Scales its activity level with the number of nearby investigators.

Weakness: Easier to find and identify, you may identify it before the setup phase ends.

Evidences
EMF Level 5

Ghost Writing

Spiritbox